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NVIDIA Competition 2008 / Overdroid's Entry: GUTS

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Overdroid
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Posted: 26th Nov 2006 22:42
GUTS
So, I thought I'd join. I just realized this contest was going on a couple days ago, and I started building some models. It's not a completely new idea: you pilot a microscopic submarine through a VIP's body and attempt to destroy an invasion of alien nanites without killing your host.

Obligatory screenshots:



I just built the red blood cell model last night, and the interior of your body level the night before that. Finally got NGC working with the level itself.

I'm really new to shaders, but I was playing with the hologram (Ninja Matt's) for the blood cells, and a version of Grass Shader (also Ninja Matt's) makes the walls seem alive. I can't seem to get it to work in conjunction with lightmaps. I'm hoping I'll be able to modify a shader or two to produce more biological effects. I don't think I'll be able to learn how to write one in the time available.

BTW - everyone's entry's look great.

"If you want an audience, start a fight."
- Gaelic Proverb
Seppuku Arts
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Posted: 26th Nov 2006 23:56 Edited at: 26th Nov 2006 23:56
Quote: "It's not a completely new idea: you pilot a microscopic submarine through a VIP's body and attempt to destroy an invasion of alien nanites without killing your host."


Knowing my sadistic nature, I'd be killing the host and not the nanites, I mean I just turned on the guns cheat on Doom 3 demo at the beginning just to shoot all of the civilians...

Nice idea, it looks pretty cool

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
Overdroid
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Posted: 27th Nov 2006 13:15
Just got version 4.02 of Nuclear Glory up and running and updated DBP. Here's another screenshot.





50 little blood cells bouncing off the walls. Nuclear Glory does good work.

"If you want an audience, start a fight."
- Gaelic Proverb
Zotoaster
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Posted: 27th Nov 2006 14:47
That sorta reminds me of that big fish from Zelda: OOT

TEH_CODERER
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Posted: 27th Nov 2006 17:08
That was such a good game and level!

Looks pretty awesome to me so far. Nice work!

Mr Tank
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Posted: 27th Nov 2006 21:06
Looks cool. Made me think of Innerspace.


You'll be able to click on this someday.
Overdroid
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Posted: 28th Nov 2006 06:40 Edited at: 30th Nov 2006 11:57
Thanks for all the nice comments. OOC is one of my all time favorites. Can't wait until Twilight Princess comes out (I wish I could afford a Wii). Inner Space, Fantastic Voyage, and that level are all inspirations for this game. Also the gigantic replica of a human heart you could walk into at OMSI (The Oregon Museum os Science and Industry). I was terrified to go into that thing as a kid, it had a constant heartbeat sound. Anyway - here's an executable for people to test and give feedback if they are so inclined.

Spawn some cells with the spacebar and then chase them around to watch the fancy collision detection. Let me know how it works. I'm especially keen to know:

1. If things seem choppy.
2. When enough cells are spawned to make it choppy.
3. Any info, feedback, ideas or suggestions.
4. What your specs are (video card and processor etc.)
5. Anything else you can think of.

Thanks in advance.

Edit - DOWNLOAD BELOW.

Flashing Blade
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Posted: 28th Nov 2006 10:21 Edited at: 28th Nov 2006 10:22
The blood cells on my pc are white.

My specs:
AMD 1.6, 128mb FX5200 into 4x slot, 512mb RAM.

Results:

No blood cells: 33fps
100 cells:33fps
150 cells:27fps
200 cells:22fps
250 cells:17fps
300 cells:14fps
350 cells:12fps
400 cells:10fps
450 cells:9fps
500 cells:8fps


The word "Gullible" cannot be found in any English Dictionary.
Bizar Guy
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Posted: 29th Nov 2006 07:16
Gah! Drat, I've seen 2 or 3 other people from the US entering now!

Anyways, looks very nice. However, your logo doesn't seem to match up with the style in the screens very well... I'll download this later, when I'm not about to fall asleep.

Overdroid
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Posted: 29th Nov 2006 12:38 Edited at: 30th Nov 2006 11:58
Thanks Blade! And thanks for the feedback Bizar. You should download the new version - which I am uploading with this post. So far I have:

- Started on the level editor
- Added "Submarine" style movement
- Made some new textures
- Made a new level map
- Modeled an enemy (THE DREADED GREEN AMOEBA)
- Animated the amoeba and wrote code so that it envelops good cells and turns them bad (Bad! Bad cell. Wow I'm tired.)
- Cleaned up a bunch of code
- Started adding options menus

Here's a screenshot of the latest - and the new version for DL.

Left clicking creates 10 "good" cells, Right clicking creates 1 bad cell - which imediately begins turning good cells into bad.
Same thing - let me know when it slows down (Ameobas have more polygons)

EDIT - DOWNLOAD BELOW.

Overdroid
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Posted: 29th Nov 2006 12:40 Edited at: 29th Nov 2006 12:42
The Screen Shot is here.

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Green Gandalf
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Posted: 29th Nov 2006 13:49
There's a bug in your Guts. If you add red blood cells, the program crashes when you have more than 90 or so red blood cells ("Object aleady exists" error).

Looking good though.
Overdroid
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Posted: 29th Nov 2006 20:16
You were correct GG. Now it's fixed. Now you can spawn away as many cells as your machine can handle.

Green Gandalf
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Posted: 29th Nov 2006 21:32
Yes, it's fine now - my system started to stutter with an FPS of about 5 with 400 or so red cells.

One thing though, the FPS was still very low even when I wasn't looking at the red cells (perhaps I didn't wait long enough for the DBPro averaging to settle down?). Perhaps you need to think about object culling or hiding?
Overdroid
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Posted: 29th Nov 2006 22:31 Edited at: 5th Dec 2006 08:21
Hmmm, I'm not really sure if it would speed things up with such a high number of objects. I wasn't really planning on spawning more than 50-100 for the game itself. Right now I'm just trying to get a benchmark and work from there.

Edit - Actually it did speed things up. A lot. Thanks for the suggestion GG!

EDIT 2 - New version uploaded below.

Green Gandalf
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Posted: 29th Nov 2006 22:49
Yes, fine tuning can come later - when the main game is sorted out.
Overdroid
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Posted: 30th Nov 2006 11:55
Didn't get a lot done today. Spent a LOT of time looking into shaders and wrote my first one. It's pretty lame, but at least I learned some things.

- Reticule now targets cells, and has a flickering effect (my first shader).
- Clipping and Culling added per GG above.
- I know a little bit about shaders.

I've decided to put shaders aside until my game is more complete. After all, they're just eye candy right? They won't make a sucky game good, right? Screenshot included.

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Green Gandalf
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Posted: 30th Nov 2006 13:17
Sounds like good progress to me. Glad the suggestion worked - the new version even ran faster on my old dinosaur
Overdroid
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Posted: 1st Dec 2006 09:15
Great!
Do you have a game in the compo GG? If you do I'd be happy to test it out.

In fact if anyone wants some feedback, I don't mind exchanging testing (you test for me, I test for you). It's hard to get decent feedback or a good eye to look over your work for bugs you might have missed. I've worked as a professional beta tester, and I'm pretty good at tracking down bugs in DBP - let me know.

The Game Creators community is a great resource, we can all benefit from using it.

Overdroid
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Posted: 3rd Dec 2006 21:24 Edited at: 11th Dec 2006 22:15
New Version

- New Level Map
- Targeting with right-click added
- Fire Torpedoes with left-click added
- Torpedoes now home in on targeted object
- Reticule uses lame shader that I wrote for "flicker" effect

I'm not really looking for feedback on visual features, I'm going to fine-tune those things last, just gameplay - and how the software works on different systems. Also I'm trying to get a read on how hard it is to hit bad cells while firing through groups of good cells, with and without targeting.

To untarget reticule, aim at the wall and right-click.

EDIT -
A few more things added.
- Lightmapping with the help of Green Gandalf (thanks GG!)
- Explosions push cells away from the center of the explosion.
- Homing was working too perfectly. I made it less accurate.

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Dared1111
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Posted: 5th Dec 2006 20:15
will his body react depending on how you treat it?

so like if you go to the belly and mess with the acid will he be hurt or something or if you go to his brain and shoot the bit he needs to see will you hear him comment or not?

Moenex is started in Dbpro!see:http://www.freewebs.com/memexthegame/index.htm
Overdroid
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Posted: 11th Dec 2006 22:13 Edited at: 11th Dec 2006 22:13
I'm planning on having a contact at HQ that radios you every so often and lets you know how you're doing. He's going to be a little bit of a smart alec. If you cause too much damage to internal organs, you lose. It won't matter as much if your fighting in the lymph node, but if you are up in the brain - better shoot carefully.
Overdroid
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Posted: 29th Dec 2006 21:02 Edited at: 29th Dec 2006 21:03
I just got back from my holiday break.
I did a little work on the level editor during the break, but didn't have as much time as I thought I would have. I did get a great book on Shaders that should help me out with writing some of my own. Crunch time approaches as the deadline looms. I'd like to have the game finished at least a week before the deadline so I can get some polishing in. Polishing is important.

Still to do:
- Create more enemies.
- Finish level editor.
- Get music composed and added.
- Finalize shaders.
- Create a few levels.
- Create menu system.
- Create HUD.
- Record voice info and add to game.
- Dang! That's a lot!
Overdroid
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Posted: 3rd Jan 2007 11:16
Getting a lot done

-Added a new enemy, sort of a swimming squid that sticks to the walls. I would add a screenshot, but right now the model is just a placeholder, but the movement works great.
-Also added a crosshair, and more "swimmy" underwater turning based on the crosshair rotation (also a placeholder).
- Added level features that can suck cells in and spew them out elswhere, and also create a current so that cells move along with it.
- Level editor is almost finished (I just decided to add it to my main program instead of creating a seperate program. Maybe I will keep it as a bonus, although there aren't any instructions). Just need to add save and load features, but since I've built those before it should be pretty easy.
- As soon as I have a working level I'll update with a new demo program. It'd be great to have some people test it out.
Green Gandalf
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Posted: 3rd Jan 2007 21:23
Quote: "It'd be great to have some people test it out."


Count me in - but don't be surprised if I don't come back before the end of next week as I'll be away for a few days and then busy with work.
The ARRAYinator
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Posted: 3rd Jan 2007 22:27
Very cool! Looking forward to seeing the complete game. Also nice to see people from the u.s. entering ive only seen bizar guy and someone else from the U.S. (and me of course,lol). Anyways good luck!



RickV
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Posted: 9th Jan 2007 22:43
Please post your best in game images to the TGC Gallery.


http://www.thegamecreators.com/?m=gallery_upload

Rick

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[Check out Jed McKenna - http://www.wisefoolpress.com/]
Overdroid
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Posted: 20th Jan 2007 01:56
Gah! Annoying bugs. Been holding off posting for awhile until I have a playable level. And a nasty series of bugs (the kind that don't give official DBP error messages) have been slowing me down. I hate those. The root of it seems to be some sort of incompatibility between the file commands and the plugins and extras I'm using (Nuclear Glory Collision and a joystick dll). I solved the problem by peppering the code with WAIT statements, I'm not sure why that makes it work, but it does.

I probably shouldn't have said this:
Quote: "Just need to add save and load features, but since I've built those before it should be pretty easy."


Anyway I still don't have playable level, but hopefully early next week I'll be able to get one up since the level editor save and load functions are now working.

Other additions:
1 - A paramecium enemy that moves like a paramecium.
2 - expanded level editor, so levels will be more than just shooting stuff.
3 - Menu system (looks like hell but uses bitmapped font which I've never coded before).

Here's a pic of a freshly loaded test level. Not much really, but some progress!

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Overdroid
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Posted: 22nd Jan 2007 00:04 Edited at: 22nd Jan 2007 00:06
Still getting the bug. I tracked it down to Nuclear Glory Collision.

Here's the thread:

http://www.nuclearglory.com/php-bin/forums/view_topic.php?id=704&forum_id=2&jump_to=11662#p11662]

It was supposed to be fixed in the next version, but that hasn't come out yet. I'm worried I won't be seeing a solution before the compo deadline and having to kludge together something. Fortunately NGC is pretty amazing with customer support, I'm hoping they can help me out.

Overdroid
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Posted: 24th Jan 2007 12:01
Here is my latest effort and demo.
Please don't give me a ton of feedback about the models, the fonts, or the textures. Most of those things are placeholders.
Mostly interested in how this works on different systems, and the FPS, and how the gameplay feels.

You can move around and shoot torpedos (left mouse button) at the cells floating around. Right click to target a cell, then missiles will home in on it when fired.

There is no way to die, win, or finish the level so just hit escape when you are done. Thanks

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Jammy
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Posted: 24th Jan 2007 13:33 Edited at: 24th Jan 2007 13:42
Hey Overdroid - just downloaded and had a couple of shots at your demo – its looking and feeling great.

I have an athlon 3500+ , Gforce 6600 (128MB) and 1GB ram

Good points

I get a steady 45fps ( guess that’s what u have set it at) and everything moves smooth.
Love the way the cells move when hit by explosion.
Easy to navigate about the map.
Bullets Go where you expect them to.

Things to consider

Don’t seem to be able to move and strafe at the same time.
collision with Gut walls does not allways work.
If You have Red Blood Cells In Your guts – it’s a bad thing and you need to see a doctor.
But seriously this is looking really good – though looks like you still have a lot to do like me – I can feel the deadline looming closer.

Overdroid
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Posted: 24th Jan 2007 19:34
Jammy,
Thanks for the feedback. The deadline is indeed looming, I lost a lot of time fixing the nasty bug I described earlier. You say the gut walls don't always work - did you actually go through them?

Jammy
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Posted: 25th Jan 2007 03:01
Yes I just tryed it again and i do go through them - not all the time but at the big bend in the middle.

Peter H
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Posted: 25th Jan 2007 14:44
pretty good!

the time between bullets seemed pretty slow, and i got lost in a black corner somewhere (i think i took a wrong turn) but besides that lol.

One man, one lawnmower, plenty of angry groundhogs.
Overdroid
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Posted: 26th Jan 2007 08:41 Edited at: 27th Jan 2007 00:00
I might not make it. My entire program goes to limbo when I get to the RunCollisionsPRO command. I won't have time to finish this if I have to deal with these stupid bugs that leave me no idea of what's causing them. I have too many other responsibilities right now. STUPID STUPID STUPID ARRRRRRRRRRGH.

Grumble.

EDIT: Finally found the line of code that was causing the bug. I'm still not sure why it was causing the program to crash. By all accounts it should have worked, and that makes me uncomfortable. Anyway, the ranting was cathartic.

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Overdroid
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Posted: 1st Feb 2007 11:08
Here's a new version to test for anyone that feels like testin'.
I've obviously decided not to give up, although I don't know what state my final game will be in.

-Added death animations for dead cells.
-Added object based menu system, much more flexible.
-Evil cells now hurt you, although you can't die.
-You shouldn't be bumped outside of the level, although some enemies might rarely do so. I can't really completely fix this bug as it is in the NGC plugin.

Enjoy,
Overdroid.

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Overdroid
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Posted: 1st Feb 2007 11:13
Also - here is a screenshot of one of the nasty's you've got to fight. The wall walker - fear it!

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Dared1111
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Posted: 2nd Feb 2007 18:06
ew! wouldnt want one of them in my guts

Who wants a Lemon?

I love lemons... and cats
Overdroid
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Posted: 4th Feb 2007 07:27
Thanks Dared,
I'm pretty proud of the animation and AI for the walkers. They crawl around creepily on the walls and if you get close to them they stop and then after a brief pause they leap out at you.

Overdroid
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Posted: 6th Feb 2007 11:01
New Demo.
Still so much to do. What has BEEN done since last:
1. Klugy workaround to NG teleport bug. Enemies no longer appear outside of level.
2. HUD shows player health and the state of the body you are fighting in.
3. All Enemies now hunt you down and hurt you (I still feel like the game is currently too easy - would love to get opinions on this).
4. Started adding music.
5. Got Dark Shader and messed around with adding a shader from there.
6. Started filling out menu, still not functional.

What to do:
- Finish Menus.
- Finish levels.
- Add sounds.
- Polish.
- I'm sure I'm forgetting something here.

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Overdroid
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Posted: 16th Feb 2007 15:42
Well that's it. I uploaded my game. It's obviously not finished, and has a couple bugs I couldn't quite track down, but I got pressed for time. I have no expectations, at least I learned some things.

Good luck to everyone in the Compo.

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